For this LTGameJam a full-fledged engine was developed, having fancy buzzwords like "modular", "object-oriented", "DirectX9", "physics",
"component/entity framework" etc. Actually it all boils down to 3 projects built on top of each other:

unco project is a small component/entity framework on top of dingus.
It provides entity hierarchy, some common entity components (mesh, particles, keyframed mesh, visibility group etc.) and some utilities.

Finally, there's jam, which is common code specific for this LTGameJam (entities like things and vehicles, game level classes, collision handlers etc.).
This is used (and possibly modified) by Jam's games. This is also used in a simple level editor jammer.

For compiling specific games - download game source (you'll need datafiles, so download game binary also) and set it so that along with dingus
and unco folders there's game folder (eg. thatcoolgame, with subfolders data, jam and jam2game).

We are in the process of writing publicly available documentation for the LTGameJam engine. Documentation will be available as a Doxygen
generated API manual and UML diagrams.
If you have any questions, feel free to write to Aras Pranckevicius 'NeARAZ' or anyone at
nesnausk!